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Trim the section describing the CMD table.
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rts/Lua/LuaConstCMD.cpp

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* Table defining Command related constants.
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*
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* - Contains a mix of special constants like command options or move states, and the
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* master list of command IDs.
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* list of engine command IDs.
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* - Also supports integer keys, and those perform reverse mapping of command IDs.
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*
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* The table can be extended by games through lua, in order to define custom
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* commands.
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*
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* To extend, do:
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*
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* ```LUA
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* local MY_CUSTOM_COMMAND = 57600 -- avoid conflicts
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* CMD['MY_CUSTOM_COMMAND'] = MY_CUSTOM_COMMAND
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* CMD[MY_CUSTOM_COMMAND] = 'MY_CUSTOM_COMMAND'
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* ```
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*
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* For now there is no mechanism to avoid id conflicts, so you will have
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* to be careful. Also you should put this code in a place where both
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* Synced, Unsynced, and all lua environments can import it, otherwise
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* it won't be available everywhere.
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*
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* @see Spring.GiveOrderToUnit
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* @see Spring.GiveOrderToUnitArray
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* @see Spring.GiveOrderArrayToUnitArray
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* @see Spring.GetUnitCurrentCommand
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* @see Callins:AllowCommand
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* @enum CMD
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*/
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